Mobile game data processing method and apparatus

ABSTRACT

The present disclosure provides a mobile game data processing method and apparatus. The method includes: acquiring a target running state, currently triggered for execution, of a mobile game; searching at least one to-be-processed data operation involved in the target running state; and determining, when the at least one to-be-processed data operation has a to-be-processed data operation of a non-transmission type, the to-be-processed data operation of a non-transmission type as a first data operation, and executing the first data operation at a local client of the mobile game; wherein the first data operation includes an operation of displaying interface association information, the interface association information including at least one of progress information, associated animation information, and operation result information. Thus, a waste of network bandwidths can be avoided during a mobile game, to improve network smoothness of the mobile game.

RELATED APPLICATION

This application is a continuation application of PCT Patent ApplicationNo. PCT/CN2016/083157, filed on May 24, 2016, which claims priority toChinese Patent Application No. 201510791150.3, entitled “MOBILE GAMEDATA PROCESSING METHOD AND APPARATUS” filed on Nov. 17, 2015, the entirecontent of both of which is incorporated herein by reference.

FIELD OF THE TECHNOLOGY

The present disclosure relates to the field of Internet technologiesand, in particular, to a mobile game data processing method andapparatus.

BACKGROUND OF THE DISCLOSURE

With popularization of smart phones, mobile games become increasinglypopular. A current network architecture of mobile games generally isthat a server is connected to multiple clients. That is, a server canexchange game data with multiple clients. For example, if n clients areto play a mobile game at the same time, the server may mutually transmitgame data of the n clients in real time, so that each client canunderstand game data of other clients and the n clients can achieve aneffect of playing a game online at the same time.

The current network architecture of mobile games requires the server tounderstand each step performed by each client in real time. That is,each client needs to feed back each game step performed to the server,so that the server can instruct the client to perform next operationaccording to the step fed back by the client. However, according to thepresent disclosure, some steps that can be judged and processed by theclient itself can be notified by the server to the client for executiononly after information exchange with the server. It is thus clear thatsuch information exchange is redundant. When a large number of clientsplay a mobile game at the same time, lots of redundant informationexchange may definitely occur at the same time, resulting in that somenetwork bandwidths are occupied by the redundant information exchange,and causing a waste of network bandwidths, which even may affect networksmoothness of the mobile game.

SUMMARY

Embodiments of the present invention provide a mobile game dataprocessing method and apparatus, which may avoid a waste of networkbandwidths during a mobile game, to improve network smoothness of themobile game.

In one aspect, the present disclosure provides a mobile game dataprocessing method, including: acquiring a target running state,currently triggered for execution, of a mobile game; searching at leastone to-be-processed data operation involved in the target running state;and determining, when the at least one to-be-processed data operationhas a to-be-processed data operation of a non-transmission type, theto-be-processed data operation of a non-transmission type as a firstdata operation, and executing the first data operation at a local clientof the mobile game; wherein the first data operation includes anoperation of displaying interface association information, the interfaceassociation information including at least one of progress information,associated animation information, and operation result information.

In another aspect, the present disclosure provides a mobile game dataprocessing apparatus, including a memory that stores computer executableprogram code; and a processor configured to execute the computerexecutable program code in the memory and configured for: acquiring atarget running state, currently triggered for execution, of a mobilegame; searching at least one to-be-processed data operation involved inthe target running state; and determining, when the at least oneto-be-processed data operation has a to-be-processed data operation of anon-transmission type, the to-be-processed data operation of anon-transmission type as a first data operation, and executing the firstdata operation at a local client of the mobile game; wherein the firstdata operation comprises an operation of displaying interfaceassociation information, the interface association informationcomprising at least one of progress information, associated animationinformation, and operation result information.

In another aspect, the present disclosure provides a non-transitorycomputer-readable storage medium, storing computer executable programcode for, when executed by a processor, performing a mobile game dataprocessing method, the method comprising: acquiring a target runningstate, currently triggered for execution, of a mobile game; searching atleast one to-be-processed data operation involved in the target runningstate; and determining, when the at least one to-be-processed dataoperation has a to-be-processed data operation of a non-transmissiontype, the to-be-processed data operation of a non-transmission type as afirst data operation, and executing the first data operation at a localclient of the mobile game; wherein the first data operation comprises anoperation of displaying interface association information, the interfaceassociation information comprising at least one of progress information,associated animation information, and operation result information.

The embodiments of the present invention, by acquiring a target runningstate of a mobile game and searching at least one to-be-processed dataoperation involved in the target running state, can determine, when theat least one to-be-processed data operation has a to-be-processed dataoperation of a non-transmission type, the to-be-processed data operationof a non-transmission type as a first data operation, and execute thefirst data operation at a local client of the mobile game. It is thusclear that a client may analyze a target running state to judge acurrent operation that can be executed locally, so that the client canperform a first data operation at a local client without exchanginginformation with a server, which avoids redundant information exchange,thereby avoiding a waste of network bandwidths, and improves networksmoothness of the mobile game.

BRIEF DESCRIPTION OF THE DRAWINGS

To describe the technical solutions in the embodiments of the presentinvention or the prior art more clearly, the following brieflyintroduces the accompanying drawings required for describing theembodiments or the prior art. Apparently, the accompanying drawings inthe following description show only some embodiments of the presentinvention, and a person skilled in the art may derive other drawingsfrom these accompanying drawings without creative efforts.

FIG. 1 is a schematic flowchart of a mobile game data processing methodaccording to an embodiment of the present invention;

FIG. 1a is a schematic flowchart of a monitoring process of a statemachine according to an embodiment of the present invention;

FIG. 2 is a schematic flowchart of another mobile game data processingmethod according to an embodiment of the present invention;

FIG. 3 is a schematic structural diagram of a mobile game dataprocessing apparatus according to an embodiment of the presentinvention;

FIG. 4 is a schematic structural diagram of another mobile game dataprocessing apparatus according to an embodiment of the presentinvention;

FIG. 5 is a schematic structural diagram of a second determination andexecution module according to an embodiment of the present invention;

FIG. 6 is a schematic structural diagram of another second determinationand execution module according to an embodiment of the presentinvention; and

FIG. 7 is a schematic structural diagram of a further mobile game dataprocessing apparatus according to an embodiment of the presentinvention.

DESCRIPTION OF EMBODIMENTS

The following clearly and completely describes the technical solutionsin the embodiments of the present invention with reference to theaccompanying drawings in the embodiments of the present invention.Apparently, the described embodiments are some of the embodiments of thepresent invention rather than all of the embodiments. All otherembodiments obtained by a person skilled in the art based on theembodiments of the present invention without creative efforts shall fallwithin the protection scope of the present disclosure.

The client involved in the embodiments of the present invention may be agame client run on a user equipment which includes, but is not limitedto, mobile phones, mobile computers, tablet computers, Personal DigitalAssistants (PDAs), media players, smart TVs, smart watches, smartglasses, and smart bracelets.

Referring to FIG. 1, FIG. 1 is a schematic flowchart of a mobile gamedata processing method according to an embodiment of the presentinvention. The method may include the following steps.

S101. Acquire a target running state, currently triggered for execution,of a mobile game.

Specifically, a mobile game data processing apparatus applied to aclient may acquire a target running state, currently triggered forexecution, of a mobile game through a preset state machine. The targetrunning state may be one of at least one running state preset accordingto a rule of the mobile game. By taking a card game as an example, thepreset at least one running state may include an active playing initialstate, a passive playing initial state, a selection state, a skillstarting state, a playing state, and so on.

The state machine may be a Mealy state machine in a Finite State Machine(FSM), that is, the state machine may be a directed graph, and consistsof a group of nodes and a group of corresponding transfer functions. Thestate machine “runs” by responding to a series of events. Each event iswithin a control range of transfer functions belonging to “current”nodes. The range of the functions is a subset of the nodes. At least oneof the nodes has to be in a final state, and when reaching the finalstate, the state machine stops.

S102. Search at least one to-be-processed data operation involved in thetarget running state.

Specifically, after acquiring the target running state, the dataprocessing apparatus may search at least one to-be-processed dataoperation involved in the target running state. When presetting the atleast one running state, the data processing apparatus may also set atleast one to-be-processed data operation for each running state. Typesof the to-be-processed data operations may be divided into anon-transmission type and a transmission type. The to-be-processed dataoperations of the non-transmission type specifically refer to dataoperations that can be judged and executed by the client itself withoutexchanging data with the server, and the to-be-processed data operationsof the transmission type specifically refer to data operations that needto exchange data with the server. Still by taking the card game as anexample, at least one to-be-processed data operation involved in theactive playing initial state may include: “notify a User Interface (UI)to display a playing progress bar”; and at least one to-be-processeddata operation involved in the passive playing initial state mayinclude: “notify the UI to display playing animation”, and “send gamedata corresponding to a playing process to the server”. “Notify a UI todisplay a playing progress bar” and “notify the UI to display playinganimation” are both to-be-processed data operations of thenon-transmission type, and “send game data corresponding to a playingprocess to the server” is a to-be-processed data operation of thetransmission type. The active playing initial state may be triggered forexecution by the server by sending trigger information. The triggerinformation is generated when the server detects that it is the client'sturn to enter an active playing round; and the playing state may betriggered for execution by the client according to a playing clickoperation of a user.

S103. Determine, when the at least one to-be-processed data operationhas a to-be-processed data operation of a non-transmission type, theto-be-processed data operation of a non-transmission type as a firstdata operation, and execute the first data operation at a local clientof the mobile game.

Specifically, when the data processing apparatus detects that the atleast one to-be-processed data operation has a to-be-processed dataoperation of a non-transmission type, it indicates that there is ato-be-processed data operation, which can be judged by the client itselfwithout exchanging data with the server, in the target running state.Therefore, the data processing apparatus can determine theto-be-processed data operation of the non-transmission type as a firstdata operation, and execute the first data operation at a local clientof the mobile game. The first data operation includes an operation ofdisplaying interface association information. The interface associationinformation includes at least one of progress information, associatedanimation information, and operation result information. For example, ifa currently acquired target running state is an active playing initialstate, it can be detected that the to-be-processed data operation“notify a UI to display a playing progress bar” involved in the activeplaying initial state belongs to a non-transmission type. Therefore, thedata processing apparatus can actively notify the UI to display aplaying progress bar, that is, the data processing apparatus can performan operation of displaying progress information. As it is unnecessary tosend, by the server, a notification message to the client to notify theclient to display a playing progress bar, redundant information exchangecan be reduced.

Optionally, the first data operation may further include local logicoperations without data exchange. The local logic operationsspecifically refer to logic operations that can be executed at the localclient and do not need to be processed and notified by the server. Bytaking a card game as an example, when a user clicks to select a card inthe local client, the data processing apparatus can acquire that acurrent target running state is a selection state. Therefore, the dataprocessing apparatus can execute a local logic operation involved in theselection state at the local client. The local logic operation isspecifically: analyzing, according to an attack distance of the card anda character distance between a character role of the local client and acharacter role of another client, a character role that may be attackedby the card, and graying an avatar of a character role that cannot beattacked by the card. As the server neither needs to send analyzedcharacter attack distance association information to the local clientnor needs to notify the local client to gray the avatar of the characterrole, the number of times of information exchange may be reducedeffectively.

Optionally, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type, theto-be-processed data operation of a transmission type is determined as asecond data operation, and the second data operation is executed throughdata transmission with a server. The second data operation refers to anoperation of transmitting game data between the client and the server,which may be specifically divided into an operation of receiving gamedata and an operation of sending game data.

Referring to FIG. 1a , FIG. 1a is a schematic flowchart of a monitoringprocess of a state machine according to an embodiment of the presentinvention. The state machine in FIG. 1a is applied to card games, andthe state machine shown in FIG. 1a specifically takes an active playingprocess as an example. After the state machine in FIG. 1a beginsexecution, the state machine can detect, in real time, whether a cliententers an active playing stage or a passive playing stage, if detectingthat the client enters an active playing stage, the state machine candetermine that the current target running state is an active playinginitial state, and if detecting that the client enters a passive playingstage, the state machine can determine that the current target runningstate is a passive playing initial state. After the state machinedetermines that the current target running state is an active playinginitial state, the data processing apparatus can actively execute afirst data operation (“notify a UI to display a playing progress bar”)involved in the active playing initial state; the state machinecontinues to detect whether the user starts a skill, and when the userclicks to select a key, the state machine can jump the current targetrunning state to a skill selection state, so that the data processingapparatus can actively execute a first data operation (“notify the UI totrigger a skill selection”) involved in the skill selection state; whenthe user chooses not to start a skill, the state machine continues todetect whether the user selects a hand, and if the user clicks a hand,the state machine can jump the current target running state to aselection state, so that the data processing apparatus can activelyexecute multiple first data operations (“initialize a hand”, “notify theUI to trigger clicking of a hand”, “judge whether a hand selection islegal”, “determine an attack distance according to the selection”, and“notify the UI to determine whether the avatar is grayed according tothe attack distance”) involved in the selection state; the state machinecontinues to detect whether the user selects a target (the target may bea character role of another client or a hand of another client), and ifthe user clicks to select a target, the state machine jumps the currentrunning state to a target selection state, so that the data processingapparatus can actively execute a first data operation (“notify the UI toselect a target”) involved in the target selection state; the statemachine continues to detect whether the user clicks a playing key, andif the user clicks the playing key, the state machine can jump thecurrent running state to a playing state, so that the data processingapparatus can actively execute a first data operation (“notify the UI todisplay playing animation”) involved in the playing state, and the dataprocessing apparatus can also execute a second data operation (“sendgame data corresponding to a playing process to the server”) involved inthe playing state through data exchange with the server. After the statemachine detects a discard click operation of the user, the state machinewill stop monitoring the state of the round.

The embodiment of the present invention, by acquiring a target runningstate, currently triggered for execution, of a mobile game and searchingat least one to-be-processed data operation involved in the targetrunning state, can determine, when the at least one to-be-processed dataoperation has a to-be-processed data operation of a non-transmissiontype, the to-be-processed data operation of a non-transmission type as afirst data operation, and execute the first data operation at a localclient of the mobile game. It is thus clear that a client may analyze atarget running state to judge a current operation that can be executedlocally, so that the client can perform a first data operation at alocal client without exchanging information with a server, which avoidsredundant information exchange, thereby avoiding a waste of networkbandwidths, and improves network smoothness of the mobile game.

Referring to FIG. 2, FIG. 2 is a schematic flowchart of another mobilegame data processing method according to an embodiment of the presentinvention. The method may include the following steps.

S201. Set corresponding object identifiers respectively for all elementobjects in the mobile game.

S202. Declare a mapping relationship between the element objects and theobject identifiers, and set a regular expression rule.

Specifically, a mobile game data processing apparatus applied to aclient can set corresponding object identifiers respectively for allelement objects in the mobile game through a preset skill manager, anddeclare a mapping relationship between the element objects and theobject identifiers, in order that the data processing apparatus canacquire the object identifiers corresponding to the element objects orparse the element objects corresponding to the object identifiersaccording to the declared mapping relationship. A specific manner ofdeclaring the mapping relationship is: declaring a mapping relationshipbetween the element objects and the object identifiers by precompiledtemplate specialization, to make automatic skill creation possible.

Taking a game card as an example, the element objects may include cardcontent, skill content, game character roles, and so on. During anactual application, a specific process of setting, by the skill manager,object identifiers and declaring a mapping relationship may be dividedinto three parts, for example:

In step one, a skill ID and an attack distance are defined in aCSkilldata.h file

enum EskillId { //ordinary card SkillId_sha   = 1, //shaSkillId_shan   = 2, //shan SkillId_yao   = 3, //yao //equipment cardSkillId_ChiTuMa  = 11,  //OffensiveHorse: ChiTuMa //tip cardSkillId_WuZhongShengYou   = 103,  //WuZhongShengYou //hero skillSkillId_TianLang   =203,  //TianLang }; enum EskillDist {SkillDist_PanLongGun   =3,  //PanLongGun SkillDist_BaWangGong   =5, //BaWangGong SkillDist_YuChangJian   =2,  //YuChangJianSkillDist_LongLinDao   =2,  //LongLinDao SkillDist_Sha    =1,  //ShaSkillDist_HuFu    =1,  //HuFu SkillDist_OffensiveHorse   =−1, //OffensiveHorse SkillDist_DefensiveHorse   =+1,  //DefensiveHorseSkillDist_Default    =1,  //Default SkillDist_InvalidDistance   =InvalidDistance,  //InvalidDistance };

In step two, a skill sequence is generated in the CSkilldata.h file(i.e., object identifiers and attack distances of element objects areassociated by setting class names)

      const SKILL_DATA s_SkillData[ ]=       {       //ordinarycard---initial data       { SkillId_sha ,″ShaLogic″, SkillDist_Sha},      { SkillId_shan , ″ShanLogic″, SkillDist_InvalidDistance },       {SkillId_yao , ″YaoLogic″, SkillDist_InvalidDistance },       {SkillId_qipai , ″QiPai″, SkillDist_Default },       //equipmentcard---initial data       { SkillId_ChiTuMa, ″OffensiveHorse Logic″,SkillDist_OffensiveHorse },       //hero card---initial data       {SkillId_TianLang, ″TianLang Logic″, SkillDist_Default },       //tipcard---initial data       { SkillId_WuZhongShengYou,″WuZhongShengYouLogic″, SkillDist_ InvalidDistance },       };

In step three, a declaration of a skill constructor template class isadded to SkillCreatorFactory.h. As the class of the element objects setincludes a mapping relationship between the element objects and theobject identifiers, a mapping relationship between the element objectsand attack distances, and a mapping relationship between the objectidentifiers and the attack distances of the element objects, after theclass of the element objects are declared, each mapping relationshipcorresponding to a class name can be acquired during invocation of theclass name, so that the client can acquire an object identifier and anattack distance of an element object by invoking a class name of theelement object.

After declaring each class name, the skill manager can be furtherconfigured to manage life cycles of the element objects. That is, theskill manager can supervise all cards owned by the client during a game,and the supervision includes at least one of creation, logic, anddeletion. For example, if the client acquires a new card, the skillmanager can create an operation parameter of the card (the operationparameter includes an object identifier and an attack distance acquiredaccording to a class name of the card), and when the card is transferredfrom a hand area to an equipment area, logic processing can be performedon the card correspondingly (the logic processing is specificallyadjusting a state of an area where the card is located); and when thecard is played or discarded, the card can be deleted, that is, the skillmanager no longer supervises the card.

The data processing apparatus, after setting object identifier anddeclaring a mapping relationship through the skill manager, may furtherset a regular expression rule. The regular expression rule may refer tousing some predefined specific characters and a combination of thespecific characters to form a “regular character string”, and the“regular character string” is used to express a filtering logic for thecharacter string.

Taking a card game as an example, the regular expression rule mayinclude a card wildcard rule and an optional target wildcard rule.

The card wildcard rule is:

[card number lower limit flagFromTocard number upper limit, 1:flag<suit>2:flag<points>3:flag<classId>4. flag<card place>5:flag<designated card ID aggregation>];[card wildcard]|[card wildcard]---logic or, one of the two conditions ismet;[card wildcard] &[card wildcard]---logic and, the two conditions are metat the same time;[card wildcard] % [card wildcard]---an element meeting first wildcarddoes not participate in next wildcard;flag: # indicates mutual exclusion; = indicates the same; * indicatesany; ! indicates non-inclusion; flagFromTo: - indicates all.Note: (1) when a ˜ limit numerical range is used, an element meeting acurrent condition does not participate in next condition matching; (2)Non-supported matching mode: when the flag value is = and a flagFromTovalue is ˜.

The constant includes:

  ---card suit Suit = {    Spade = 1, ---Spade    Club= 2, ---Club   Heart  = 3, ---Club    Diamond = 4, ---Diamond    InvalidSuit = 0,---Invalid } ---card place CardPlace = {    Hand = 1, ---Hand area   Equip = 2, ---Equip area    Judging = 3, ---Judging area    Special =4, ---Skill area    DiscardedPile = 5, ---DiscardedPile    DrawPile    =6, ---DrawPile    InvalidPlace = 7, ---InvalidPlace }

Note: (1) when an aggregation identifies a boundary symbol is < > andthe interior is empty, it indicates any, not bound by the aggregation.(2) The elements are indexed with constants, and a range of points: 1,2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13.

For example, when a logic function corresponding to an element object isdesignating two cards with different black suits whose ids cannot be103, an optional card expression corresponding to the logic function canbe generated according to the card wildcard rule as: [2-2, 1:#<1,2>5:!<103>]; or, when a logic function corresponding to an elementobject is designating two “shan” cards with the same suit, an optionalcard expression corresponding to the logic function can be generatedaccording to the card wildcard rule as: [2-2, 1:=< >3:=<jinkCard>].

The optional target wildcard rule is:

[target number lower limit flagFromTo target number upper limit,flag<designated target ChairId aggregation>distance];[target wildcard]|[target wildcard]---indicating logic or, one of thetwo conditions is met; flag: * does not require user interaction, $requires user interaction; flagFromTo: - indicates all.

When the distance is a positive number, it indicates a physicaldistance; when the distance is a negative number, it indicates an attackdistance; and when the distance is 0 or not configured, it indicatesthat there is no distance constraint.

The logic expression corresponding to the logic function of the elementobject may include an optional card expression and/or an optional targetexpression. The optional card expression is generated according to thecard wildcard rule, and the optional card expression indicates a cardrange that can be selected by the logic function. The optional targetexpression is generated according to the optional target wildcard rule,and the optional target expression indicates target character roles thatcan be selected by the logic function. When a skill is started or a cardis played, the data processing apparatus can generate a correspondingoperation expression according to game data (the game data includes auser-selected skill or a user-selected card or a user-selected targetcharacter role) corresponding to a user operation. The operationexpression may include a selected card expression and/or a selectedtarget expression. The selected card expression can be generatedaccording to the card wildcard rule, the selected card expressionindicates card information selected by the user, and the selected cardexpression can also carry an object identifier of a skill selected bythe user. The selected target expression can be generated according tothe optional target wildcard rule, and the selected target expressionindicates a target character role selected by the user.

S203. Set at least one running state according to a rule of the mobilegame, and configure at least one to-be-processed data operation for eachrunning state.

Specifically, step S203 and steps S201-S202 are performed not in anyparticular order, and steps S201-S203 are a preset process. The dataprocessing apparatus may set at least one running state according to arule of the mobile game, and configure at least one to-be-processed dataoperation for each running state; wherein the at least one state has atleast one target running state sequentially triggered by the localclient according to a user operation, or the at least one state has atleast one target running state triggered by the server by sendingtrigger information. By taking a card game as an example, the preset atleast one running state may include an active playing initial state, apassive playing initial state, a selection state, a skill startingstate, a playing state, and so on. Types of the to-be-processed dataoperations may be divided into a non-transmission type and atransmission type. The to-be-processed data operations of thenon-transmission type specifically refer to data operations that can bejudged and executed by the client itself without exchanging data withthe server, and the to-be-processed data operations of the transmissiontype specifically refer to data operations that need to exchange datawith the server. Still by taking the card game as an example, at leastone to-be-processed data operation involved in the active playinginitial state may include: “notify the UI to display a playing progressbar”; and at least one to-be-processed data operation involved in thepassive playing initial state may include: “notify the UI to displayplaying animation”, and “send game data corresponding to a playingprocess to the server”. “Notify the UI to display a playing progressbar” and “notify the UI to display playing animation” are bothto-be-processed data operations of the non-transmission type, and “sendgame data corresponding to a playing process to the server” is ato-be-processed data operation of the transmission type. The activeplaying initial state may be triggered for execution by the server bysending trigger information. The trigger information is generated whenthe server detects that it is the client's turn to enter an activeplaying round; and the playing state may be triggered for execution bythe client according to a playing click operation of a user.

S204. Acquire a target running state, currently triggered for execution,of a mobile game.

S205. Search at least one to-be-processed data operation involved in thetarget running state.

S206. Determine, when the at least one to-be-processed data operationhas a to-be-processed data operation of a non-transmission type, theto-be-processed data operation of a non-transmission type as a firstdata operation, and execute the first data operation at a local clientof the mobile game.

Reference may be made to S101-S103 in the corresponding embodiment ofFIG. 1 for specific implementations of steps S204-S206, which are notfurther described herein.

S207. Determine, when the at least one to-be-processed data operationhas a to-be-processed data operation of a transmission type, theto-be-processed data operation of a transmission type as a second dataoperation, and execute the second data operation through datatransmission with a server; wherein game data transmitted in the seconddata operation is formed according to a regular expression rule; and thegame data includes an operation expression or a logic operation.

Specifically, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type, it indicates thata to-be-processed data operation requiring information exchange with theserver exists in the target running state. Therefore, the dataprocessing apparatus can determine the to-be-processed data operation ofthe transmission type as a second data operation, and execute the seconddata operation through data transmission with a server. The second dataoperation may be specifically divided into an operation of receivinggame data and an operation of sending game data. The game data is formedaccording to a regular expression rule; and the game data includes anoperation expression or a logic operation.

Further, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type and it is furtherdetected that the target running state is triggered by the local clientaccording to a user operation, the second data operation can bedetermined as an operating of sending the game data, and then thespecific process of executing the second data operation through datatransmission with a server may be: generating an operation expressioncorresponding to the user operation according to the regular expressionrule; the operation expression including an object identifier of atarget element object involved in the user operation; and sending theoperation expression to the server, so that the server acquires alogical function of the target element object, and sending a logicexpression corresponding to the logical function to a target client; thelogic expression being formed according to the regular expression rule,and including an object identifier of at least one element objectassociated with the logical function. By taking a card game as anexample, if the user selects a card A and selects a target characterrole B and clicks to play, the data processing apparatus can generate anoperation expression corresponding to the user operation, and send theoperation expression to the server. The operation expression may includea selected card expression and a selected target expression. Theselected card expression may be generated according to the card wildcardrule, and the selected card expression indicates information of the cardA (i.e., an object identifier corresponding to the card A) selected bythe user. The selected target expression may be generated according tothe optional target wildcard rule, and the selected target expressionindicates information of the target character role B (i.e., an objectidentifier corresponding to the target character role B) selected by theuser.

Further, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type and it is furtherdetected that the target running state is triggered by the server, thesecond data operation can be determined as an operation of receiving thegame data, and then the specific process of executing the second dataoperation through data transmission with a server may be: receiving alogic expression corresponding to a logical function of a target elementobject sent by the server; the logic expression being formed accordingto the regular expression rule, and including an object identifier of atleast one element object associated with the logical function; andparsing the object identifier in the logic wildcard expression, toidentify the logical function of the target element object, andexecuting an operation in line with the logical function. Still bytaking the card game as an example, when another client selects acharacter role of a local client and plays a card A, the server willsend to the local client a logic expression corresponding to a logicfunction of the card A. The logic expression may include an optionalcard expression. The optional card expression is generated according tothe card wildcard rule, and the optional card expression indicates acard range that can be selected by the logic function of the card A.After receiving the logic expression, the local client can parse theoptional card expression in the logic expression, to acquire the logicfunction of the card A, so that the local client can select valid cardsaccording to the card range that can be selected by the logic functionof the card A. For another example, if the optional card expressioncorresponding to the logic function of the card A is [2-2, 1:#<1,2>5:!<103>], the data processing apparatus can analyze according to thecard wildcard rule that “2-2” refers to selecting two cards, “1:#<1, 2>”refers to selecting cards with different black suits, and “5:!<103>”refers to that the selected cards cannot be numbered as 103, thusobtaining that the card range that can be selected by the logic functionof the card A is “designate two cards with different black suits whichcannot be numbered as 103”.

The data process apparatus in the embodiment of the present invention isa derivative system module developed based on cocos2d-x-UFO. Thecocos2d-x-UFO fuses excellent characteristics of cocos2d-x (open-sourcemobile 2D game framework) on the basis of a UFO engine, and mutuallyfuses excellent functional modules such as bone animation, particleeffects, FBO Off-Screen Rendering, Shader (renderer), motion assembler,Scud, and incremental upgrade modules. The cocos2d-x-UFO iscross-platform, and can cover platforms such as iOS, Android, Symbian,Win32, WP7, Bada, and iMac. The data exchange between the server andeach client is transmission based on the operation expression or thelogic expression, the operation expression and the logic expression areboth formed by preset object identifiers, and the object identifiers areuniversal, that is, clients of various platforms can identify the objectidentifiers. Therefore, implementability of cross-platform integrationis further improved. Moreover, as the operation expression and the logicexpression occupy a relatively small capacity, transmitting theoperation expression or the logic expression can save network packettraffic. As all the cards, skills, and heroes are set as objectidentifiers, when a new element object is added, an adaptive effect ofthe new element object may be achieved only by configuring an objectidentifier of the new element object in the client and the server andconfiguring a logic expression corresponding to a logic function of thenew element object in the server, thereby avoiding lots of changes in areplication relationship between the new element object and existingelement objects in the client, thus significantly reducing human costsof the project and shortening the development cycle of skills.

Optionally, the data processing apparatus can also preset a relationshiplistening queue based on a Model View Controller (MVC) model, therelationship listening queue including mapping relationships between theat least one running state and all interface association information andbetween all the element objects and all interface associationinformation in the mobile game; one running state corresponding to onepiece of interface association information, and one element objectcorresponding to one piece of interface association information. Thedata processing apparatus can gather the at least one running state andall the element objects in one component through the MVC model, to beseparated from all the interface association information, so that whenthe interface association information is modified, it is unnecessary torewrite the at least one running state and all the element objects andit is only necessary to modify the mapping relationship in therelationship listening queue. Therefore, the step of executing the firstdata operation at a local client of the mobile game may specificallyinclude: acquiring, according to the preset relationship listeningqueue, interface association information having a mapping relationshipwith the target running state and/or interface association informationhaving a mapping relationship with a target element object, anddisplaying the acquired interface association information in a userinterface of the local client; the target element object being anelement object triggered in the target running state (i.e., an elementobject operated by the user).

Specifically, the data processing apparatus can create Observerinterfaces and Observable classes. As one mapping relationship(referring to a mapping relationship between one running state and onepiece of interface association information or referring to a mappingrelationship between one element object and one piece of interfaceassociation information) corresponds to one Observer interface, mappingrelationships between the at least one running state and all interfaceassociation information and between all the element objects and allinterface association information in the mobile game can all beregistered in a relationship listening queue of the Observable classes,that is, all the Observer interfaces are registered in the relationshiplistening queue of the Observable classes.

The embodiment of the present invention, by acquiring a target runningstate, currently triggered for execution, of a mobile game and searchingat least one to-be-processed data operation involved in the targetrunning state, can determine, when the at least one to-be-processed dataoperation has a to-be-processed data operation of a non-transmissiontype, the to-be-processed data operation of a non-transmission type as afirst data operation, and execute the first data operation at a localclient of the mobile game. It is thus clear that a client may analyze atarget running state to judge a current operation that can be executedlocally, so that the client can perform a first data operation at alocal client without exchanging information with a server, which avoidsredundant information exchange, thereby avoiding a waste of networkbandwidths, and improves network smoothness of the mobile game.Moreover, the data exchange between the server and each client istransmission based on the operation expression or the logic expression,the operation expression and the logic expression are both formed bypreset object identifiers, and the object identifiers are universal,that is, clients of various platforms can identify the objectidentifiers. Therefore, implementability of cross-platform integrationis further improved. Moreover, as the operation expression and the logicexpression occupy a relatively small capacity, transmitting theoperation expression or the logic expression can save network packettraffic. As all the cards, skills, and heroes are set as objectidentifiers, when a new element object is added, an adaptive effect ofthe new element object may be achieved only by configuring an objectidentifier of the new element object in the client and the server andconfiguring a logic expression corresponding to a logic function of thenew element object in the server, thereby avoiding lots of changes in areplication relationship between the new element object and existingelement objects in the client, thus significantly reducing human costsof the project and shortening the development cycle of skills. Besides,the coupling degree can be greatly reduced by gathering the at least onerunning state and all the element objects in one component through theMVC model to be separated from all the interface associationinformation.

Referring to FIG. 3, FIG. 3 is a schematic structural diagram of amobile game data processing apparatus according to an embodiment of thepresent invention. The data processing apparatus 1 may be applied to aclient, and the data processing apparatus 1 may include: a stateacquisition module 10, a searching module 20, and a first determinationand execution module 30.

The state acquisition module 10 is configured to acquire a targetrunning state, currently triggered for execution, of a mobile game.

Specifically, the state acquisition module 10 acquires a target runningstate, currently triggered for execution, of the mobile game through apreset state machine. The target running state may be one of at leastone running state preset according to a rule of the mobile game. Bytaking a card game as an example, the preset at least one running statemay include an active playing initial state, a passive playing initialstate, a selection state, a skill starting state, a playing state, andso on.

The state machine may be a Mealy state machine in a FSM, that is, thestate machine may be a directed graph, and consists of a group of nodesand a group of corresponding transfer functions. The state machine“runs” by responding to a series of events. Each event is within acontrol range of transfer functions belonging to “current” nodes. Therange of the functions is a subset of the nodes. At least one of thenodes has to be in a final state, and when reaching the final state, thestate machine stops.

The searching module 20 is configured to search at least oneto-be-processed data operation involved in the target running state.

Specifically, after the state acquisition module 10 acquires the targetrunning state, the searching module 20 can search at least oneto-be-processed data operation involved in the target running state.When the at least one running state is preset, at least oneto-be-processed data operation may also be set for each running state.Types of the to-be-processed data operations may be divided into anon-transmission type and a transmission type. The to-be-processed dataoperations of the non-transmission type specifically refer to dataoperations that can be judged and executed by the client itself withoutexchanging data with the server, and the to-be-processed data operationsof the transmission type specifically refer to data operations that needto exchange data with the server. Still by taking the card game as anexample, at least one to-be-processed data operation involved in theactive playing initial state may include: “notify a UI to display aplaying progress bar”; and at least one to-be-processed data operationinvolved in the passive playing initial state may include: “notify theUI to display playing animation”, and “send game data corresponding to aplaying process to the server”. “Notify a UI to display a playingprogress bar” and “notify the UI to display playing animation” are bothto-be-processed data operations of the non-transmission type, and “sendgame data corresponding to a playing process to the server” is ato-be-processed data operation of the transmission type. The activeplaying initial state may be triggered for execution by the server bysending trigger information. The trigger information is generated whenthe server detects that it is the client's turn to enter an activeplaying round; and the playing state may be triggered for execution bythe client according to a playing click operation of a user.

The first determination and execution module 30 is configured todetermine, when the at least one to-be-processed data operation has ato-be-processed data operation of a non-transmission type, theto-be-processed data operation of a non-transmission type as a firstdata operation, and execute the first data operation at a local clientof the mobile game.

Specifically, when it is detected that the at least one to-be-processeddata operation has a to-be-processed data operation of anon-transmission type, it indicates that there is a to-be-processed dataoperation, which can be judged by the client itself without exchangingdata with the server, in the target running state. Therefore, the firstdetermination and execution module 30 can determine the to-be-processeddata operation of the non-transmission type as a first data operation,and execute the first data operation at a local client of the mobilegame. The first data operation includes an operation of displayinginterface association information. The interface association informationincludes at least one of progress information, associated animationinformation, and operation result information. For example, if acurrently acquired target running state is an active playing initialstate, it can be detected that the to-be-processed data operation“notify a UI to display a playing progress bar” involved in the activeplaying initial state belongs to a non-transmission type. Therefore, thefirst determination and execution module 30 can actively notify the UIto display a playing progress bar, that is, the first determination andexecution module 30 can perform an operation of displaying progressinformation. As it is unnecessary to send, by the server, a notificationmessage to the client to notify the client to display a playing progressbar, redundant information exchange can be reduced.

Optionally, the first data operation may further include local logicoperations without data exchange. The local logic operationsspecifically refer to logic operations that can be executed at the localclient and do not need to be processed and notified by the server. Bytaking a card game as an example, when a user clicks to select a card inthe local client, the first determination and execution module 30 canacquire that a current target running state is a selection state.Therefore, the data processing apparatus 1 can execute a local logicoperation involved in the selection state at the local client. The locallogic operation is specifically: analyzing, according to an attackdistance of the card and a character distance between a character roleof the local client and a character role of another client, a characterrole that may be attacked by the card, and graying an avatar of acharacter role that cannot be attacked by the card. As the serverneither needs to send analyzed character attack distance associationinformation to the local client nor needs to notify the local client togray the avatar of the character role, the number of times ofinformation exchange may be reduced effectively.

The embodiment of the present invention, by acquiring a target runningstate, currently triggered for execution, of a mobile game and searchingat least one to-be-processed data operation involved in the targetrunning state, can determine, when the at least one to-be-processed dataoperation has a to-be-processed data operation of a non-transmissiontype, the to-be-processed data operation of a non-transmission type as afirst data operation, and execute the first data operation at a localclient of the mobile game. It is thus clear that a client may analyze atarget running state to judge a current operation that can be executedlocally, so that the client can perform a first data operation at alocal client without exchanging information with a server, which avoidsredundant information exchange, thereby avoiding a waste of networkbandwidths, and improves network smoothness of the mobile game.

Referring to FIG. 4, FIG. 4 is a schematic structural diagram of anothermobile game data processing apparatus according to an embodiment of thepresent invention. The data processing apparatus 1 may be applied to aclient. The data processing apparatus 1 may include the stateacquisition module 10, the searching module 20, and the firstdetermination and execution module 30 in the corresponding embodiment ofFIG. 3, and the data processing apparatus 1 may further include: a firstsetting module 40, a second setting module 50, a third setting module60, and a second determination and execution module 70.

The first setting module 40 is configured to set corresponding objectidentifiers respectively for all element objects in the mobile game.

The first setting module 40 is further configured to declare a mappingrelationship between the element objects and the object identifiers, andset a regular expression rule, so that the operation expression isgenerated or the logic expression is parsed subsequently according tothe mapping relationship and the regular expression rule.

Specifically, the first setting module 40 can set corresponding objectidentifiers respectively for all element objects in the mobile gamethrough a preset skill manager, and declare a mapping relationshipbetween the element objects and the object identifiers, in order thatthe data processing apparatus 1 can acquire the object identifierscorresponding to the element objects or parse the element objectscorresponding to the object identifiers according to the declaredmapping relationship. A specific manner of declaring the mappingrelationship is: declaring a mapping relationship between the elementobjects and the object identifiers by precompiled templatespecialization, to make automatic skill creation possible.

By taking a game card as an example, the element objects may includecard content, skill content, game character roles, and so on. During anactual application, a specific process of setting, by the skill manager,object identifiers and declaring a mapping relationship may be dividedinto three parts, for example:

In step one, a skill ID and an attack distance are defined in aCSkilldata.h file

enum EskillId { //ordinary card SkillId_sha    = 1,  //sha SkillId_shan   = 2,  //shan SkillId_yao    = 3,  //yao //equipment cardSkillId_ChiTuMa  = 11,  //Offensive Horse: ChiTuMa //tip cardSkillId_WuZhongShengYou  = 103,  //WuZhongShengYou //hero skillSkillId_TianLang  = 203,  //TianLang }; enum EskillDist {SkillDist_PanLongGun   =3,  //PanLongGun SkillDist_BaWangGong   =5, //BaWangGong SkillDist_YuChangJian   =2,  //YuChangJianSkillDist_LongLinDao   =2,  //LongLinDao SkillDist_Sha    =1,  //ShaSkillDist_HuFu    =1,  //HuFu SkillDist_OffensiveHorse   =−1, //offensive horse SkillDist_DefensiveHorse   =+1,  //defensive horseSkillDist_Default    =1,  //default attack distanceSkillDist_InvalidDistance   = InvalidDistance,  //invalid distance };

In step two, a skill sequence is generated in the CSkilldata.h file(i.e., object identifiers and attack distances of element objects areassociated by setting class names)

      const SKILL_DATA s_SkillData[ ]=       {       //ordinarycard---initial data       { SkillId_sha ,″ShaLogic″, SkillDist_Sha},      { SkillId_shan , ″ShanLogic″, SkillDist_InvalidDistance },       {SkillId_yao , ″YaoLogic″, SkillDist_InvalidDistance },       {SkillId_qipai , ″QiPai″, SkillDist_Default },       //equipmentcard---initial data       { SkillId_ChiTuMa, ″OffensiveHorse Logic″,SkillDist_OffensiveHorse },       //hero skill---initial data       {SkillId_TianLang, ″TianLang Logic″, SkillDist_Default },       //tipcard---initial data       { SkillId_WuZhongShengYou,″WuZhongShengYouLogic″, SkillDist_ InvalidDistance },       };

In step three, a declaration of a skill constructor template class isadded to SkillCreatorFactory.h. As the class of the element objects setincludes a mapping relationship between the element objects and theobject identifiers, a mapping relationship between the element objectsand attack distances, and a mapping relationship between the objectidentifiers and the attack distances of the element objects, after theclass of the element objects are declared, each mapping relationshipcorresponding to a class name can be acquired during invocation of theclass name, so that the data processing apparatus 1 can acquire anobject identifier and an attack distance of an element object byinvoking a class name of the element object.

After declaring each class name, the skill manager can be furtherconfigured to manage life cycles of the element objects, that is, theskill manager can supervise all cards owned by the client during a game,and the supervision includes at least one of creation, logic, anddeletion. For example, if the client acquires a new card, the skillmanager can create an operation parameter of the card (the operationparameter includes an object identifier and an attack distance acquiredaccording to a class name of the card), and when the card is transferredfrom a hand area to an equipment area, logic processing can be performedon the card correspondingly (the logic processing is specificallyadjusting a state of an area where the card is located); and when thecard is played or discarded, the card can be deleted, that is, the skillmanager no longer supervises the card.

The first setting module 40, after setting object identifier anddeclaring a mapping relationship through the skill manager, may furtherset a regular expression rule. The regular expression rule may refer tousing some predefined specific characters and a combination of thespecific characters to form a “regular character string”, and the“regular character string” is used to express a filtering logic for thecharacter string.

By taking a card game as an example, the regular expression rule mayinclude a card wildcard rule and an optional target wildcard rule.

The card wildcard rule is:

[card number lower limit flagFromTo card number upper limit, 1:flag<suit>2:flag<points>3:flag<classId>4. flag<card place>5:flag<designated card ID aggregation>];[card wildcard]|[card wildcard]---logic or, one of the two conditions ismet;[card wildcard] &[card wildcard]---logic and, the two conditions are metat the same time;[card wildcard] % [card wildcard]---an element meeting first wildcarddoes not participate in next wildcard;flag: # indicates mutual exclusion; = indicates the same; * indicatesany; ! indicates non-inclusion; flagFromTo: - indicates all.Note: (1) when a ˜ limit numerical range is used, an element meeting acurrent condition does not participate in next condition matching; (2)Non-supported matching mode: when the flag value is = and a flagFromTovalue is ˜.

The constant includes:

  ---card suit Suit = {    Spade = 1, ---Spade    Club= 2, ---Club   Heart = 3, ---Heart    Diamond = 4, ---Diamond    InvalidSuit = 0,---Invalid } ---card place CardPlace = {    Hand = 1, ---Hand area   Equip = 2, ---Equip area    Judging = 3, ---Judging area    Special =4, ---Skill area    DiscardedPile = 5, ---Discarded pile    DrawPile   = 6, ---Draw pile    InvalidPlace = 7, ---Invalid place }

Note: (1) when an aggregation identifies a boundary symbol is < > andthe interior is empty, it indicates any, not bound by the aggregation.(2) The elements are indexed with constants, and a range of points: 1,2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13.

For example, when a logic function corresponding to an element object isdesignating two cards with different black suits whose ids cannot be103, an optional card expression corresponding to the logic function canbe generated according to the card wildcard rule as: [2-2, 1:#<1,2>5:!<103>]; or, when a logic function corresponding to an elementobject is designating two “shan” cards with the same suit, an optionalcard expression corresponding to the logic function can be generatedaccording to the card wildcard rule as: [2-2, 1:=< >3:=<jinkCard>].

The optional target wildcard rule is:

[target number lower limit flagFromTo target number upper limit,flag<designated target ChairId aggregation>distance];[target wildcard]|[target wildcard]---indicating logic or, one of thetwo conditions is met;flag: * does not require user interaction, $ requires user interaction;flagFromTo: - indicates all.

When the distance is a positive number, it indicates a physicaldistance; when the distance is a negative number, it indicates an attackdistance; and when the distance is 0 or not configured, it indicatesthat there is no distance constraint.

The logic expression corresponding to the logic function of the elementobject may include an optional card expression and/or an optional targetexpression. The optional card expression is generated according to thecard wildcard rule, and the optional card expression indicates a cardrange that can be selected by the logic function. The optional targetexpression is generated according to the optional target wildcard rule,and the optional target expression indicates target character roles thatcan be selected by the logic function. When a skill is started or a cardis played, the data processing apparatus 1 can generate a correspondingoperation expression according to game data (the game data includes auser-selected skill or a user-selected card or a user-selected targetcharacter role) corresponding to a user operation. The operationexpression may include a selected card expression and/or a selectedtarget expression. The selected card expression can be generatedaccording to the card wildcard rule, the selected card expressionindicates card information selected by the user, and the selected cardexpression can also carry an object identifier of a skill selected bythe user. The selected target expression can be generated according tothe optional target wildcard rule, and the selected target expressionindicates a target character role selected by the user.

The second setting module 50 is configured to set at least one runningstate according to a rule of the mobile game, and configure at least oneto-be-processed data operation for each running state.

Specifically, execution times of the second setting module 50 and thefirst setting module 40 may not be in any particular order. The secondsetting module 50 may set at least one running state according to a ruleof the mobile game, and configure at least one to-be-processed dataoperation for each running state; wherein the at least one state has atleast one target running state sequentially triggered by the localclient according to a user operation, or the at least one state has atleast one target running state triggered by the server by sendingtrigger information. By taking a card game as an example, the preset atleast one running state may include an active playing initial state, apassive playing initial state, a selection state, a skill startingstate, a playing state, and so on. Types of the to-be-processed dataoperations may be divided into a non-transmission type and atransmission type. The to-be-processed data operations of thenon-transmission type specifically refer to data operations that can bejudged and executed by the client itself without exchanging data withthe server, and the to-be-processed data operations of the transmissiontype specifically refer to data operations that need to exchange datawith the server. Still by taking the card game as an example, at leastone to-be-processed data operation involved in the active playinginitial state may include: “notify the UI to display a playing progressbar”; and at least one to-be-processed data operation involved in thepassive playing initial state may include: “notify the UI to displayplaying animation”, and “send game data corresponding to a playingprocess to the server”. “Notify the UI to display a playing progressbar” and “notify the UI to display playing animation” are bothto-be-processed data operations of the non-transmission type, and “sendgame data corresponding to a playing process to the server” is ato-be-processed data operation of the transmission type. The activeplaying initial state may be triggered for execution by the server bysending trigger information. The trigger information is generated whenthe server detects that it is the client's turn to enter an activeplaying round; and the playing state may be triggered for execution bythe client according to a playing click operation of a user.

The third setting module 60 is configured to set a relationshiplistening queue based on a MVC model, the relationship listening queueincluding mapping relationships between the at least one running stateand all interface association information and between all the elementobjects and all interface association information in the mobile game;one running state corresponding to one piece of interface associationinformation, and one element object corresponding to one piece ofinterface association information.

The first determination and execution module 30 is specificallyconfigured to acquire, according to the preset relationship listeningqueue, interface association information having a mapping relationshipwith the target running state and/or interface association informationhaving a mapping relationship with a target element object, and displaythe acquired interface association information in a user interface ofthe local client; the target element object being an element objecttriggered in the target running state.

Specifically, the third setting module 60 can create Observer interfacesand Observable classes. As one mapping relationship (referring to amapping relationship between one running state and one piece ofinterface association information or referring to a mapping relationshipbetween one element object and one piece of interface associationinformation) corresponds to one Observer interface, mappingrelationships between the at least one running state and all interfaceassociation information and between all the element objects and allinterface association information in the mobile game can all beregistered in a relationship listening queue of the Observable classes,that is, all the Observer interfaces are registered in the relationshiplistening queue of the Observable classes. The third setting module 60can gather the at least one running state and all the element objects inone component through a MVC model, to be separated from all theinterface association information, so that when the interfaceassociation information is modified, it is unnecessary to rewrite the atleast one running state and all the element objects and it is onlynecessary to modify the mapping relationship in the relationshiplistening queue.

The second determination and execution module 70 is configured todetermine, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type, theto-be-processed data operation of a transmission type as a second dataoperation, and execute the second data operation through datatransmission with a server.

Specifically, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type, it indicates thata to-be-processed data operation requiring information exchange with theserver exists in the target running state. Therefore, the seconddetermination and execution module 70 can determine the to-be-processeddata operation of the transmission type as a second data operation, andexecute the second data operation through data transmission with aserver. The second data operation may be specifically divided into anoperation of receiving game data and an operation of sending game data.The game data is formed according to a regular expression rule; and thegame data includes an operation expression or a logic operation.

Further, referring to FIG. 5, FIG. 5 is a schematic structural diagramof a second determination and execution module 70 according to anembodiment of the present invention. The second determination andexecution module 70 may include: a generation unit 701 and a sendingunit 702.

The generation unit 701 is configured to generate, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type and the target running state is triggered by the localclient according to a user operation, an operation expressioncorresponding to the user operation according to the regular expressionrule; the operation expression including an object identifier of atarget element object involved in the user operation.

The sending unit 702 is configured to send the operation expression tothe server, so that the server acquires a logical function of the targetelement object, and send a logic expression corresponding to the logicalfunction to a target client; the logic expression being formed accordingto the regular expression rule, and including an object identifier of atleast one element object associated with the logical function.

Specifically, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type and it is furtherdetected that the target running state is triggered by the local clientaccording to a user operation, the second data operation can bedetermined as an operating of sending the game data, and then thegeneration unit 701 may generate an operation expression correspondingto the user operation according to the regular expression rule; and thesending unit 702 sends the operation expression to the server. By takinga card game as an example, if the user selects a card A and selects atarget character role B and clicks to play, the generation unit 701 cangenerate an operation expression corresponding to the user operation,and the sending unit 702 sends the operation expression to the server.The operation expression may include a selected card expression and aselected target expression. The selected card expression may begenerated according to the card wildcard rule, and the selected cardexpression indicates information of the card A (i.e., an objectidentifier corresponding to the card A) selected by the user. Theselected target expression may be generated according to the optionaltarget wildcard rule, and the selected target expression indicatesinformation of the target character role B (i.e., an object identifiercorresponding to the target character role B) selected by the user.

Further, referring to FIG. 6, FIG. 6 is a schematic structural diagramof another second determination and execution module 70 according to anembodiment of the present invention. The second determination andexecution module 70 may include: a receiving unit 703 and a parsing andidentification unit 704.

The receiving unit 703 is configured to receive, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type and the target running state is triggered by theserver, a logic expression corresponding to a logical function of atarget element object sent by the server; the logic expression beingformed according to the regular expression rule, and including an objectidentifier of at least one element object associated with the logicalfunction.

The parsing and identification unit 704 is configured to parse theobject identifier in the logic wildcard expression, to identify thelogical function of the target element object, and execute an operationin line with the logical function.

Specifically, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type and it is furtherdetected that the target running state is triggered by the server, thesecond data operation can be determined as an operation of receiving thegame data, and then the receiving unit 703 can receive a logicexpression corresponding to a logical function of a target elementobject sent by the server, and the parsing and identification unit 704parses the object identifier in the logic wildcard expression, toidentify the logical function of the target element object, and executesan operation in line with the logical function. Still by taking the cardgame as an example, when another client selects a character role of alocal client and plays a card A, the server will send to the localclient a logic expression corresponding to a logic function of the cardA. The logic expression may include an optional card expression. Theoptional card expression is generated according to the card wildcardrule, and the optional card expression indicates a card range that canbe selected by the logic function of the card A. After the receivingunit 703 receives the logic expression, the parsing and identificationunit 704 can parse the optional card expression in the logic expression,to acquire the logic function of the card A, so that the local clientcan select valid cards according to the card range that can be selectedby the logic function of the card A. For another example, if theoptional card expression corresponding to the logic function of the cardA is [2-2, 1:#<1, 2>5:!<103>], the data processing apparatus can analyzeaccording to the card wildcard rule that “2-2” refers to selecting twocards, “1:#<1, 2>” refers to selecting cards with different black suits,and “5:!<103>” refers to that the selected cards cannot be numbered as103, thus obtaining that the card range that can be selected by thelogic function of the card A is “designate two cards with differentblack suits which cannot be numbered as 103”.

The data process apparatus 1 in the embodiment of the present inventionis a derivative system module developed based on cocos2d-x-UFO. Thecocos2d-x-UFO fuses excellent characteristics of cocos2d-x (open-sourcemobile 2D game framework) on the basis of a UFO engine, and mutuallyfuses excellent functional modules such as bone animation, particleeffects, FBO Off-Screen Rendering, Shader (renderer), motion assembler,Scud, and incremental upgrade modules. The cocos2d-x-UFO iscross-platform, and can cover platforms such as iOS, Android, Symbian,Win32, WP7, Bada, and iMac.

The embodiment of the present invention, by acquiring a target runningstate, currently triggered for execution, of a mobile game and searchingat least one to-be-processed data operation involved in the targetrunning state, can determine, when the at least one to-be-processed dataoperation has a to-be-processed data operation of a non-transmissiontype, the to-be-processed data operation of a non-transmission type as afirst data operation, and execute the first data operation at a localclient of the mobile game. It is thus clear that a client may analyze atarget running state to judge a current operation that can be executedlocally, so that the client can perform a first data operation at alocal client without exchanging information with a server, which avoidsredundant information exchange, thereby avoiding a waste of networkbandwidths, and improves network smoothness of the mobile game.Moreover, the data exchange between the server and each client istransmission based on the operation expression or the logic expression,the operation expression and the logic expression are both formed bypreset object identifiers, and the object identifiers are universal,that is, clients of various platforms can identify the objectidentifiers. Therefore, implementability of cross-platform integrationis further improved. Moreover, as the operation expression and the logicexpression occupy a relatively small capacity, transmitting theoperation expression or the logic expression can save network packettraffic. As all the cards, skills, and heroes are set as objectidentifiers, when a new element object is added, an adaptive effect ofthe new element object may be achieved only by configuring an objectidentifier of the new element object in the client and the server andconfiguring a logic expression corresponding to a logic function of thenew element object in the server, thereby avoiding lots of changes in areplication relationship between the new element object and existingelement objects in the client, thus significantly reducing human costsof the project and shortening the development cycle of skills. Besides,the coupling degree can be greatly reduced by gathering the at least onerunning state and all the element objects in one component through theMVC model to be separated from all the interface associationinformation.

Referring to FIG. 7, FIG. 7 is a schematic structural diagram of afurther mobile game data processing apparatus according to an embodimentof the present invention. As shown in FIG. 7, the data processingapparatus 1000 may include: at least one processor 1001, for example,CPU, at least one network interface 1004, a user interface 1003, amemory 1005, and at least one communications bus 1002. Thecommunications bus 1002 is used to implement connection communicationsbetween the components. The user interface 1003 may include a displayand a keyboard. Optionally, the user interface 1003 may further includestandard wired interfaces and wireless interfaces. Optionally, thenetwork interface 1004 may include standard wired interfaces andwireless interfaces (such as WI-FI interfaces). The memory 1005 may be ahigh-speed RAM memory, and may also be a non-volatile memory, forexample, at least one magnetic disk memory. Optionally, the memory 1005may further be at least one storage device away from the processor 1001.As shown in FIG. 7, the memory 105 as a computer storage medium mayinclude an operating system, a network communications module, a userinterface module, and a device control application.

In the data processing apparatus 1000 shown in FIG. 7, the networkinterface 1004 is mainly used to connect a server and conduct datacommunications with the server; the user interface 1003 is mainly usedto provide an input interface for the user and acquire data output bythe user; the processor 1001 may be used to invoke the device controlapplication stored in the memory 1005, and specifically perform thefollowing steps:

acquiring a target running state, currently triggered for execution, ofa mobile game; searching at least one to-be-processed data operationinvolved in the target running state; and determining, when the at leastone to-be-processed data operation has a to-be-processed data operationof a non-transmission type, the to-be-processed data operation of anon-transmission type as a first data operation, and executing the firstdata operation at a local client of the mobile game;wherein the first data operation includes a display operation oninterface association information, the interface association informationincluding at least one of progress information, associated animationinformation, and operation result information.

In an embodiment, the processor 1001 also performs the following steps:determining, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type, theto-be-processed data operation of a transmission type as a second dataoperation, and executing the second data operation through datatransmission with a server;

wherein game data transmitted in the second data operation is formedaccording to a regular expression rule; and the game data includes anoperation expression or a logic operation.

In an embodiment, the processor 1001, when determining, when the atleast one to-be-processed data operation has a to-be-processed dataoperation of a transmission type, the to-be-processed data operation ofa transmission type as a second data operation, and executing the seconddata operation through data transmission with a server, specificallyperforms the following steps:

generating, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type and the targetrunning state is triggered by the local client according to a useroperation, an operation expression corresponding to the user operationaccording to the regular expression rule; the operation expressionincluding an object identifier of a target element object involved inthe user operation; andsending the operation expression to the server, so that the serveracquires a logical function of the target element object, and sending alogic expression corresponding to the logical function to a targetclient; the logic expression being formed according to the regularexpression rule, and including an object identifier of at least oneelement object associated with the logical function.

In an embodiment, the processor 1001, when determining, when the atleast one to-be-processed data operation has a to-be-processed dataoperation of a transmission type, the to-be-processed data operation ofa transmission type as a second data operation, and executing the seconddata operation through data transmission with a server, specificallyperforms the following steps:

receiving, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type and the targetrunning state is triggered by the server, a logic expressioncorresponding to a logical function of a target element object sent bythe server; the logic expression being formed according to the regularexpression rule, and including an object identifier of at least oneelement object associated with the logical function; and parsing theobject identifier in the logic wildcard expression, to identify thelogical function of the target element object, and executing anoperation in line with the logical function.

In an embodiment, before acquiring a target running state, currentlytriggered for execution, of a mobile game, the processor 1001 furtherperforms the following steps: setting corresponding object identifiersrespectively for all element objects in the mobile game; and

declaring a mapping relationship between the element objects and theobject identifiers, and setting a regular expression rule, so that theoperation expression is generated or the logic expression is parsedsubsequently according to the mapping relationship and the regularexpression rule;wherein the at least one element object in the target running state issupervised by the local client, the supervision including at least oneof creation, logic, and deletion.

In an embodiment, before acquiring a target running state, currentlytriggered for execution, of a mobile game, the processor 1001 furtherperforms the following step:

setting at least one running state according to a rule of the mobilegame, and configuring at least one to-be-processed data operation foreach running state;wherein the at least one state has at least one target running statesequentially triggered by the local client according to a useroperation, or the at least one state has at least one target runningstate triggered by the server by sending trigger information.

In an embodiment, before acquiring a target running state, currentlytriggered for execution, of a mobile game, the processor 1001 furtherperforms the following step: setting a relationship listening queuebased on a MVC model, the relationship listening queue including mappingrelationships between the at least one running state and all interfaceassociation information and between all the element objects and allinterface association information in the mobile game; one running statecorresponding to one piece of interface association information, and oneelement object corresponding to one piece of interface associationinformation; and

when executing the first data operation at a local client of the mobilegame, the processor 1001 specifically performs the following step:acquiring, according to the preset relationship listening queue,interface association information having a mapping relationship with thetarget running state and/or interface association information having amapping relationship with a target element object, and displaying theacquired interface association information in a user interface of thelocal client; the target element object being an element objecttriggered in the target running state.

The embodiment of the present invention, by acquiring a target runningstate, currently triggered for execution, of a mobile game and searchingat least one to-be-processed data operation involved in the targetrunning state, can determine, when the at least one to-be-processed dataoperation has a to-be-processed data operation of a non-transmissiontype, the to-be-processed data operation of a non-transmission type as afirst data operation, and execute the first data operation at a localclient of the mobile game. It is thus clear that a client may analyze atarget running state to judge a current operation that can be executedlocally, so that the client can perform a first data operation at alocal client without exchanging information with a server, which avoidsredundant information exchange, thereby avoiding a waste of networkbandwidths, and improves network smoothness of the mobile game.Moreover, the data exchange between the server and each client istransmission based on the operation expression or the logic expression,the operation expression and the logic expression are both formed bypreset object identifiers, and the object identifiers are universal,that is, clients of various platforms can identify the objectidentifiers. Therefore, implementability of cross-platform integrationis further improved. Moreover, as the operation expression and the logicexpression occupy a relatively small capacity, transmitting theoperation expression or the logic expression can save network packettraffic. As all the cards, skills, and heroes are set as objectidentifiers, when a new element object is added, an adaptive effect ofthe new element object may be achieved only by configuring an objectidentifier of the new element object in the client and the server andconfiguring a logic expression corresponding to a logic function of thenew element object in the server, thereby avoiding lots of changes in areplication relationship between the new element object and existingelement objects in the client, thus significantly reducing human costsof the project and shortening the development cycle of skills. Besides,the coupling degree can be greatly reduced by gathering the at least onerunning state and all the element objects in one component through theMVC model to be separated from all the interface associationinformation.

According to an implementation of the present disclosure, a non-volatilemachine readable storage medium is further provided, which stores aprogram product for data processing of a mobile game, the programproduct including a machine executable instruction for causing acomputer system to perform the following steps: acquiring a targetrunning state, currently triggered for execution, of a mobile game;searching at least one to-be-processed data operation involved in thetarget running state; and determining, when the at least oneto-be-processed data operation has a to-be-processed data operation of anon-transmission type, the to-be-processed data operation of anon-transmission type as a first data operation, and executing the firstdata operation at a local client of the mobile game; wherein the firstdata operation includes a display operation on interface associationinformation, the interface association information including at leastone of progress information, associated animation information, andoperation result information.

When the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type, theto-be-processed data operation of a transmission type is determined as asecond data operation, and the second data operation is executed throughdata transmission with a server. Game data transmitted in the seconddata operation is formed according to a regular expression rule; and thegame data includes an operation expression or a logic operation.

The determining, when the at least one to-be-processed data operationhas a to-be-processed data operation of a transmission type, theto-be-processed data operation of a transmission type as a second dataoperation, and executing the second data operation through datatransmission with a server includes: generating, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type and the target running state is triggered by the localclient according to a user operation, an operation expressioncorresponding to the user operation according to the regular expressionrule; the operation expression including an object identifier of atarget element object involved in the user operation; and sending theoperation expression to the server, so that the server acquires alogical function of the target element object, and sending a logicexpression corresponding to the logical function to a target client; thelogic expression being formed according to the regular expression rule,and including an object identifier of at least one element objectassociated with the logical function.

The determining, when the at least one to-be-processed data operationhas a to-be-processed data operation of a transmission type, theto-be-processed data operation of a transmission type as a second dataoperation, and executing the second data operation through datatransmission with a server includes: receiving, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type and the target running state is triggered by theserver, a logic expression corresponding to a logical function of atarget element object sent by the server; the logic expression beingformed according to the regular expression rule, and including an objectidentifier of at least one element object associated with the logicalfunction; and parsing the object identifier in the logic wildcardexpression, to identify the logical function of the target elementobject, and executing an operation in line with the logical function.

Before the step of acquiring a target running state, currently triggeredfor execution, of a mobile game, the method further includes:

setting corresponding object identifiers respectively for all elementobjects in the mobile game; and declaring a mapping relationship betweenthe element objects and the object identifiers, and setting a regularexpression rule, so that the operation expression is generated or thelogic expression is parsed subsequently according to the mappingrelationship and the regular expression rule; wherein the at least oneelement object in the target running state is supervised by the localclient, the supervision including at least one of creation, logic, anddeletion.

Before the step of acquiring a target running state, currently triggeredfor execution, of a mobile game, the method further includes:

setting at least one running state according to a rule of the mobilegame, and configuring at least one to-be-processed data operation foreach running state; wherein the at least one state has at least onetarget running state sequentially triggered by the local clientaccording to a user operation, or the at least one state has at leastone target running state triggered by the server by sending triggerinformation.

Before the step of acquiring a target running state, currently triggeredfor execution, of a mobile game, the method further includes:

setting a relationship listening queue based on a MVC model, therelationship listening queue including mapping relationships between theat least one running state and all interface association information andbetween all the element objects and all interface associationinformation in the mobile game; one running state corresponding to onepiece of interface association information, and one element objectcorresponding to one piece of interface association information; and theexecuting the first data operation at a local client of the mobile gamespecifically including: acquiring, according to the preset relationshiplistening queue, interface association information having a mappingrelationship with the target running state and/or interface associationinformation having a mapping relationship with a target element object,and displaying the acquired interface association information in a userinterface of the local client; the target element object being anelement object triggered in the target running state.

A person of ordinary skill in the art may understand that all or some ofthe steps of the methods in the foregoing embodiments may be implementedby a program instructing relevant hardware. The program may be stored ina computer readable storage medium. The program may include the processof the embodiment of the method when executed. The storage medium may bea magnetic disk, an optical disc, a Read-only Memory (ROM), a RandomAccess Memory (RAM), or the like.

The above disclosed are merely preferred embodiments of the presentinvention, and definitely cannot be used to limit the scope of thepresent disclosure. Therefore, equivalent changes made according to theclaims of the present disclosure still belong to the scope covered bythe present disclosure.

What is claimed is:
 1. A mobile game data processing method, comprising:acquiring a target running state, currently triggered for execution, ofa mobile game; searching at least one to-be-processed data operationinvolved in the target running state; and determining, when the at leastone to-be-processed data operation has a to-be-processed data operationof a non-transmission type, the to-be-processed data operation of anon-transmission type as a first data operation, and executing the firstdata operation at a local client of the mobile game; wherein the firstdata operation comprises an operation of displaying interfaceassociation information, the interface association informationcomprising at least one of progress information, associated animationinformation, and operation result information.
 2. The method accordingto claim 1, further comprising: determining, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type, the to-be-processed data operation of a transmissiontype as a second data operation, and executing the second data operationthrough data transmission with a server; wherein game data transmittedin the second data operation is formed according to a regular expressionrule; and the game data comprises an operation expression or a logicoperation.
 3. The method according to claim 2, wherein the determining,when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type, theto-be-processed data operation of a transmission type as a second dataoperation, and executing the second data operation through datatransmission with a server comprises: generating, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type and the target running state is triggered by the localclient according to a user operation, an operation expressioncorresponding to the user operation according to the regular expressionrule; the operation expression comprising an object identifier of atarget element object involved in the user operation; and sending theoperation expression to the server, so that the server acquires alogical function of the target element object, and sending a logicexpression corresponding to the logical function to a target client; thelogic expression being formed according to the regular expression rule,and comprising an object identifier of at least one element objectassociated with the logical function.
 4. The method according to claim2, wherein the determining, when the at least one to-be-processed dataoperation has a to-be-processed data operation of a transmission type,the to-be-processed data operation of a transmission type as a seconddata operation, and executing the second data operation through datatransmission with a server comprises: receiving, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type and the target running state is triggered by theserver, a logic expression corresponding to a logical function of atarget element object sent by the server; the logic expression beingformed according to the regular expression rule, and comprising anobject identifier of at least one element object associated with thelogical function; and parsing the object identifier in the logicwildcard expression, to identify the logical function of the targetelement object, and executing an operation in line with the logicalfunction.
 5. The method according to claim 3, before the acquiring atarget running state, currently triggered for execution, of a mobilegame, further comprising: setting corresponding object identifiersrespectively for all element objects in the mobile game; and declaring amapping relationship between the element objects and the objectidentifiers, and setting a regular expression rule, so that theoperation expression is generated or the logic expression is parsedsubsequently according to the mapping relationship and the regularexpression rule; wherein the at least one element object in the targetrunning state is supervised by the local client, the supervisioncomprising at least one of creation, logic, and deletion.
 6. The methodaccording to claim 5, before the acquiring a target running state,currently triggered for execution, of a mobile game, further comprising:setting at least one running state according to a rule of the mobilegame, and configuring at least one to-be-processed data operation foreach running state; wherein the at least one state has at least onetarget running state sequentially triggered by the local clientaccording to a user operation, or the at least one state has at leastone target running state triggered by the server by sending triggerinformation.
 7. The method according to claim 6, before the acquiring atarget running state, currently triggered for execution, of a mobilegame, further comprising: setting a relationship listening queue basedon an MVC model, the relationship listening queue comprising mappingrelationships between the at least one running state and all interfaceassociation information and between all the element objects and allinterface association information in the mobile game; one running statecorresponding to one piece of interface association information, and oneelement object corresponding to one piece of interface associationinformation; and the executing the first data operation at a localclient of the mobile game specifically comprising: acquiring, accordingto the preset relationship listening queue, interface associationinformation having a mapping relationship with the target running stateand/or interface association information having a mapping relationshipwith a target element object, and displaying the acquired interfaceassociation information in a user interface of the local client; thetarget element object being an element object triggered in the targetrunning state.
 8. A mobile game data processing apparatus, comprising: amemory that stores computer executable program code; and a processorconfigured to execute the computer executable program code in the memoryand configured for: acquiring a target running state, currentlytriggered for execution, of a mobile game; searching at least oneto-be-processed data operation involved in the target running state; anddetermining, when the at least one to-be-processed data operation has ato-be-processed data operation of a non-transmission type, theto-be-processed data operation of a non-transmission type as a firstdata operation, and executing the first data operation at a local clientof the mobile game; wherein the first data operation comprises anoperation of displaying interface association information, the interfaceassociation information comprising at least one of progress information,associated animation information, and operation result information. 9.The mobile game data processing apparatus according to claim 8, whereinthe processor is further configured for: determining, when the at leastone to-be-processed data operation has a to-be-processed data operationof a transmission type, the to-be-processed data operation of atransmission type as a second data operation, and executing the seconddata operation through data transmission with a server; wherein gamedata transmitted in the second data operation is formed according to aregular expression rule; and the game data comprises an operationexpression or a logic operation.
 10. The mobile game data processingapparatus according to claim 9, wherein the determining, when the atleast one to-be-processed data operation has a to-be-processed dataoperation of a transmission type, the to-be-processed data operation ofa transmission type as a second data operation, and executing the seconddata operation through data transmission with a server comprises:generating, when the at least one to-be-processed data operation has ato-be-processed data operation of a transmission type and the targetrunning state is triggered by the local client according to a useroperation, an operation expression corresponding to the user operationaccording to the regular expression rule; the operation expressioncomprising an object identifier of a target element object involved inthe user operation; and sending the operation expression to the server,so that the server acquires a logical function of the target elementobject, and sending a logic expression corresponding to the logicalfunction to a target client; the logic expression being formed accordingto the regular expression rule, and comprising an object identifier ofat least one element object associated with the logical function. 11.The mobile game data processing apparatus according to claim 9, whereinthe determining, when the at least one to-be-processed data operationhas a to-be-processed data operation of a transmission type, theto-be-processed data operation of a transmission type as a second dataoperation, and executing the second data operation through datatransmission with a server comprises: receiving, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type and the target running state is triggered by theserver, a logic expression corresponding to a logical function of atarget element object sent by the server; the logic expression beingformed according to the regular expression rule, and comprising anobject identifier of at least one element object associated with thelogical function; and parsing the object identifier in the logicwildcard expression, to identify the logical function of the targetelement object, and executing an operation in line with the logicalfunction.
 12. The mobile game data processing apparatus according toclaim 10, wherein, before acquiring a target running state, currentlytriggered for execution, of a mobile game, the processor is furtherconfigured for: setting corresponding object identifiers respectivelyfor all element objects in the mobile game; and declaring a mappingrelationship between the element objects and the object identifiers, andsetting a regular expression rule, so that the operation expression isgenerated or the logic expression is parsed subsequently according tothe mapping relationship and the regular expression rule; wherein the atleast one element object in the target running state is supervised bythe local client, the supervision comprising at least one of creation,logic, and deletion.
 13. The mobile game data processing apparatusaccording to claim 12, wherein, before the step of acquiring a targetrunning state, currently triggered for execution, of a mobile game, theprocessor is further configured for: setting at least one running stateaccording to a rule of the mobile game, and configuring at least oneto-be-processed data operation for each running state; wherein the atleast one state has at least one target running state sequentiallytriggered by the local client according to a user operation, or the atleast one state has at least one target running state triggered by theserver by sending trigger information.
 14. A non-transitorycomputer-readable storage medium, storing computer executable programcode for, when executed by a processor, performing a mobile game dataprocessing method, the method comprising: acquiring a target runningstate, currently triggered for execution, of a mobile game; searching atleast one to-be-processed data operation involved in the target runningstate; and determining, when the at least one to-be-processed dataoperation has a to-be-processed data operation of a non-transmissiontype, the to-be-processed data operation of a non-transmission type as afirst data operation, and executing the first data operation at a localclient of the mobile game; wherein the first data operation comprises anoperation of displaying interface association information, the interfaceassociation information comprising at least one of progress information,associated animation information, and operation result information. 15.The non-transitory computer-readable storage medium according to claim14, the method further comprising: determining, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type, the to-be-processed data operation of a transmissiontype as a second data operation, and executing the second data operationthrough data transmission with a server; wherein game data transmittedin the second data operation is formed according to a regular expressionrule; and the game data comprises an operation expression or a logicoperation.
 16. The non-transitory computer-readable storage mediumaccording to claim 15, wherein the determining, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type, the to-be-processed data operation of a transmissiontype as a second data operation, and executing the second data operationthrough data transmission with a server comprises: generating, when theat least one to-be-processed data operation has a to-be-processed dataoperation of a transmission type and the target running state istriggered by the local client according to a user operation, anoperation expression corresponding to the user operation according tothe regular expression rule; the operation expression comprising anobject identifier of a target element object involved in the useroperation; and sending the operation expression to the server, so thatthe server acquires a logical function of the target element object, andsending a logic expression corresponding to the logical function to atarget client; the logic expression being formed according to theregular expression rule, and comprising an object identifier of at leastone element object associated with the logical function.
 17. Thenon-transitory computer-readable storage medium according to claim 15,wherein the determining, when the at least one to-be-processed dataoperation has a to-be-processed data operation of a transmission type,the to-be-processed data operation of a transmission type as a seconddata operation, and executing the second data operation through datatransmission with a server comprises: receiving, when the at least oneto-be-processed data operation has a to-be-processed data operation of atransmission type and the target running state is triggered by theserver, a logic expression corresponding to a logical function of atarget element object sent by the server; the logic expression beingformed according to the regular expression rule, and comprising anobject identifier of at least one element object associated with thelogical function; and parsing the object identifier in the logicwildcard expression, to identify the logical function of the targetelement object, and executing an operation in line with the logicalfunction.
 18. The non-transitory computer-readable storage mediumaccording to claim 16, wherein, before the step of acquiring a targetrunning state, currently triggered for execution, of a mobile game, themethod further comprises: setting corresponding object identifiersrespectively for all element objects in the mobile game; and declaring amapping relationship between the element objects and the objectidentifiers, and setting a regular expression rule, so that theoperation expression is generated or the logic expression is parsedsubsequently according to the mapping relationship and the regularexpression rule; wherein the at least one element object in the targetrunning state is supervised by the local client, the supervisioncomprising at least one of creation, logic, and deletion.
 19. Thenon-transitory computer-readable storage medium according to claim 18,wherein, before the step of acquiring a target running state, currentlytriggered for execution, of a mobile game, the method further comprises:setting at least one running state according to a rule of the mobilegame, and configuring at least one to-be-processed data operation foreach running state; wherein the at least one state has at least onetarget running state sequentially triggered by the local clientaccording to a user operation, or the at least one state has at leastone target running state triggered by the server by sending triggerinformation.